
TOOL - Lateralus (Official Audio)
*5-0 at the SCGcon Hartford Grand Contest*
24OCT26
Seer: typically you think of it as the combo avatar digging to find specific peices.
This deck has been a work in progress for over 6 months trying to get ready for avatar of the realm with the only goal of trying to win a rainbow foil Seer.
So fully acknowledging this is not the best seer deck and other avatars would pull this deck list off better.
But it is still a surprisingly fun way to play seer.
The goal here is to play strong minions and follow them up with strike effects or hard removal to get their defender out of the way.
Earth has the nice beefy minions that are often mlre power than mana. So the dream here is to use seer to find a tower or beacon to have a really strong but consistent turn 3 play. Ideally its pudge or phalenx. But ill settle for a sir Percival or even a monks of kobalsa. Pretty much any 4 power minion ill be happy with.
Fertile earth ends up being a pretty important site for this deck as a turn 1 fertile earth means I could tower turn 2 for a unicorn or order.
Because it is mostly an earth deck specially for the early game, as seer it is really hard together threshold screwed, I am mostly splashing air but the 2 pip cost air cards start at 5 mana which is pretty easy to have by site 5.
Once the mid game starts its straight forward nothing too cute or fancy here. Just play a good strong mid range strategy. Each turn being able to use seer to smooth out your draws may not end the game on the spot, but often allows for a smooth flow of do I need a minion... I know what im looking for. Do I have a minion on board or in hand, then im looking for a strike effect to go with it.
Root spider and monks of koblasa are pretty solid together when on their site the monks become unblockable under a spider.
The site base is pretty simple and not trying to do anything too fancy. The argument for roots or tower of Babel certainly is valid, but I think trying chase that pipe dream is a waste of effort. So instead playing into warded sites or sites thay can give my minions ward has been an interesting strategy that when it works a warded unicorn goes pretty hard.
A glaring ommision here is no vampires which they probably should be in the list but alot of river of bloods are out there and vampire is always a kill on sight minion. This deck really doesnt want to spend 5 mana to maybe be able to heal. It would rather use 4 mana for the same power and beat my opponent with a minion that they aren't afraid of.
We shall see how AOTR goes and if this deck ends up doing anything.
:)